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Thomas 86abc5cc Use BuiltinRenderTextureType.None instead of a null RenderTargetIdentifier 7 年前
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ClusteredUtils.hlsl minor clean up for some clustered utility functions 7 年前
ClusteredUtils.hlsl.meta HDRenderLoop: Merge FTPL Build Light List part (tile, bigtile, cluster..) 8 年前
Deferred.compute Correctly support light classification with precomputed lighting 7 年前
Deferred.compute.meta reintroduced compute shader version of light evaluation code 8 年前
DeferredDirectionalShadow.compute Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting. 7 年前
DeferredDirectionalShadow.compute.meta Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting. 7 年前
LightingConvexHullUtils.hlsl minor clean up 7 年前
LightingConvexHullUtils.hlsl.meta HDRenderLoop: Reorganize LightLoop pass, move code into SinglePass.cs 8 年前
ShaderBase.hlsl [Format]Reformat via format.pl to match the new conventions 8 年前
ShaderBase.hlsl.meta HDRenderLoop: Merge FTPL Build Light List part (tile, bigtile, cluster..) 8 年前
ShadowContext.hlsl Added new define to control register usage in the shadow library. 7 年前
ShadowContext.hlsl.meta Moved shadow related files into ShaderLibrary and common to reflect their general usage. 8 年前
ShadowDispatch.hlsl Disabled separate sampling algorithms per cascade again. 7 年前
ShadowDispatch.hlsl.meta Moved shadow related files into ShaderLibrary and common to reflect their general usage. 8 年前
SortingComputeUtils.hlsl [Format]Reformat via format.pl to match the new conventions 8 年前
SortingComputeUtils.hlsl.meta HDRenderLoop: Reorganize LightLoop pass, move code into SinglePass.cs 8 年前
TilePass.cs Use BuiltinRenderTextureType.None instead of a null RenderTargetIdentifier 7 年前
TilePass.cs.hlsl Added refraction, roughness refraction and transparency absorption 7 年前
TilePass.cs.hlsl.meta HDRenderLoop: Reorganize LightLoop pass, move code into SinglePass.cs 8 年前
TilePass.cs.meta HDRenderLoop: Push starter that doesn't compile 8 年前
TilePass.hlsl Added refraction, roughness refraction and transparency absorption 7 年前
TilePass.hlsl.meta HDRenderLoop: Merge FPTL - start light application 8 年前
TilePassLoop.hlsl Added refraction, roughness refraction and transparency absorption 7 年前
TilePassLoop.hlsl.meta HDRenderLoop: Merge FPTL - start light application 8 年前
builddispatchindirect.compute Correctly support light classification with precomputed lighting 7 年前
builddispatchindirect.compute.meta Moved material classification to separate pass 8 年前
cleardispatchindirect.compute Fixed UI for Tile Debug Modes 8 年前
cleardispatchindirect.compute.meta Fixed UI for Tile Debug Modes 8 年前
lightlistbuild-bigtile.compute Update #includes of ShaderLibrary to new path 7 年前
lightlistbuild-bigtile.compute.meta HDRenderLoop: Merge FTPL Build Light List part (tile, bigtile, cluster..) 8 年前
lightlistbuild-clustered.compute minor clean up 7 年前
lightlistbuild-clustered.compute.meta HDRenderLoop: Merge FTPL Build Light List part (tile, bigtile, cluster..) 8 年前
lightlistbuild.compute Update #includes of ShaderLibrary to new path 7 年前
lightlistbuild.compute.meta HDRenderLoop: Intermediate state 8 年前
materialflags.compute Update #includes of ShaderLibrary to new path 7 年前
materialflags.compute.meta Moved material classification to separate pass 8 年前
scrbound.compute minor clean up 7 年前
scrbound.compute.meta HDRenderLoop: Intermediate state 8 年前